<!DOCTYPE HTML>

<htmllang="en">

<head>

	<title>I Love Pei</title>

	<meta http-equiv="content-type" content="text/html; charset=UTF-8">

	<style type="text/css">

		@font-face {

			font-family: digit;

			src: url('digital-7_mono.ttf') format("truetype");

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	<script type="text/javascript" src="js/jquery.js"></script>

	<script type="text/javascript" src="js/garden.js"></script>

    <script type="text/javascript" src="js/functions.js"></script>

</head>



<body>
<!--背景-->
<canvas id="sakura" style=" position: absolute ;z-index: 1"></canvas>

<div style="position: absolute ;z-index: 9999" id="mainDiv">

	<div id="content">

		<div id="code">
				<span class="comments" style="font-size: 20px;">我的培培</span><br />
				<span class="space"/><span class="comments">我会牵着你的手，走到我们满头白发的那一天</span><br />
				<span class="space"/><span class="comments">我会守护你生命里的精彩，并陪伴你一路精彩下去。</span><br />
				<span class="space"/><span class="comments">你的幸福快乐，是我一生的追求。</span><br />
				<span class="space"/>我会每一天带着笑脸，和你说早安，<br />
				<span class="space"/>我会每一晚与你道声晚安再入梦乡，<br />
				<span class="space"/>我会带你去所有你想去的地方，<br />
				<span class="space"/>陪你闹看你笑<br />
				<span class="space"/>历经你生命中所有的点点滴滴。<br />
				<span class="space"/>我期待这一生与你一起走过，<br />
				<span class="space"/>走到尽头再回头看尽一生铅华满地，<br />
				<span class="space"/>我期待与你慢慢变老，<br />
				<span class="space"/>等我们老到哪儿也去不了，<br />
				<span class="space"/>还能满载着一生的幸福快乐。<br />
				<span class="keyword">我愿意爱你直到老去，<br />
				<span class="space"/>我会为我们的未来撑起一片天空，<br />
				<span class="space"/>为我们的将来担负起一生的责任，<br />
				<span class="space"/>愿意为你去做每一件能让你开心快乐的事。<br />
				<span class="space"/>所有我们经历的点点滴滴，<br />都是我们一辈子最美的回忆。</span> <br />
				<br />
			</div>

		<div id="loveHeart">
				<canvas id="garden"></canvas>
				<div id="words">
					<div id="messages">
						 爱郭培培的第
						<div id="elapseClock"></div>
					</div>
					<div id="loveu">
						————爱你一生一世。<br/>
						<div class="signature">- ZLR</div>
					</div>
				</div>
			</div>
	</div>

</div>


<script type="text/javascript">
		var offsetX = $("#loveHeart").width() / 2;
		var offsetY = $("#loveHeart").height() / 2 - 55;
		var together = new Date();
		together.setFullYear(2016, 9, 18);
		together.setHours(0);
		together.setMinutes(0);
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		together.setMilliseconds(0);

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		    document.execCommand("stop");
		} else {
			setTimeout(function () {
				startHeartAnimation();
			}, 5000);

			timeElapse(together);
			setInterval(function () {
				timeElapse(together);
			}, 500);

			adjustCodePosition();
			$("#code").typewriter();
		}
	</script>










<script id="sakura_point_vsh" type="x-shader/x_vertex">

uniform mat4 uProjection;

uniform mat4 uModelview;

uniform vec3 uResolution;

uniform vec3 uOffset;

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start



attribute vec3 aPosition;

attribute vec3 aEuler;

attribute vec2 aMisc; //x:size, y:fade



varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;



//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;



varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;



void main(void) {

    // Projection is based on vertical angle

    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);

    gl_Position = uProjection * pos;

    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;



    pposition = pos.xyz;

    psize = aMisc.x;

    pdist = length(pos.xyz);

    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);



    vec3 elrsn = sin(aEuler);

    vec3 elrcs = cos(aEuler);

    mat3 rotx = mat3(

        1.0, 0.0, 0.0,

        0.0, elrcs.x, elrsn.x,

        0.0, -elrsn.x, elrcs.x

    );

    mat3 roty = mat3(

        elrcs.y, 0.0, -elrsn.y,

        0.0, 1.0, 0.0,

        elrsn.y, 0.0, elrcs.y

    );

    mat3 rotz = mat3(

        elrcs.z, elrsn.z, 0.0,

        -elrsn.z, elrcs.z, 0.0,

        0.0, 0.0, 1.0

    );

    mat3 rotmat = rotx * roty * rotz;

    normal = rotmat[2];



    mat3 trrotm = mat3(

        rotmat[0][0], rotmat[1][0], rotmat[2][0],

        rotmat[0][1], rotmat[1][1], rotmat[2][1],

        rotmat[0][2], rotmat[1][2], rotmat[2][2]

    );

    normX = trrotm[0];

    normY = trrotm[1];

    normZ = trrotm[2];



    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);



    float tmpdfs = dot(lit, normal);

    if(tmpdfs < 0.0) {

        normal = -normal;

        tmpdfs = dot(lit, normal);

    }

    diffuse = 0.4 + tmpdfs;



    vec3 eyev = normalize(-pos.xyz);

    if(dot(eyev, normal) > 0.0) {

        vec3 hv = normalize(eyev + lit);

        specular = pow(max(dot(hv, normal), 0.0), 20.0);

    }

    else {

        specular = 0.0;

    }



    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);

    rstop = pow(rstop, 0.5);

    //-0.69315 = ln(0.5)

    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));

}

</script>

<script id="sakura_point_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif



uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start



const vec3 fadeCol = vec3(0.08, 0.03, 0.06);



varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;



//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;



varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;



float ellipse(vec2 p, vec2 o, vec2 r) {

    vec2 lp = (p - o) / r;

    return length(lp) - 1.0;

}



void main(void) {

    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;

    vec3 d = vec3(0.0, 0.0, -1.0);

    float nd = normZ.z; //dot(-normZ, d);

    if(abs(nd) < 0.0001) discard;



    float np = dot(normZ, p);

    vec3 tp = p + d * np / nd;

    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));



    //angle = 15 degree

    const float flwrsn = 0.258819045102521;

    const float flwrcs = 0.965925826289068;

    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);

    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;



    float r;

    if(flwrp.x < 0.0) {

        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);

    }

    else {

        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);

    }



    if(r > rstop) discard;



    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);

    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));

    col *= vec3(1.0, grady, grady);

    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));

    col = col * diffuse + specular;



    col = mix(fadeCol, col, distancefade);



    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;

    alpha = smoothstep(0.0, 1.0, alpha) * palpha;



    gl_FragColor = vec4(col * 0.5, alpha);

}

</script>

<!-- effects -->

<script id="fx_common_vsh" type="x-shader/x_vertex">

uniform vec3 uResolution;

attribute vec2 aPosition;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    gl_Position = vec4(aPosition, 0.0, 1.0);

    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

<script id="bg_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif



uniform vec2 uTimes;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    vec3 col;

    float c;

    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);

    c = exp(-pow(length(tmpv) * 1.8, 2.0));

    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);

    gl_FragColor = vec4(col * 0.5, 1.0);

}

</script>

<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    vec4 col = texture2D(uSrc, texCoord);

    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);

}

</script>

<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

uniform vec4 uBlurDir; //dir(x, y), stride(z, w)



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    vec4 col = texture2D(uSrc, texCoord);

    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);

    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);

    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);

    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);

    gl_FragColor = col / 5.0;

}

</script>

<!-- effect fragment shader template -->

<script id="fx_common_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    gl_FragColor = texture2D(uSrc, texCoord);

}

</script>

<!-- post processing -->

<script id="pp_final_vsh" type="x-shader/x_vertex">

uniform vec3 uResolution;

attribute vec2 aPosition;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    gl_Position = vec4(aPosition, 0.0, 1.0);

    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

<script id="pp_final_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform sampler2D uBloom;

uniform vec2 uDelta;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;

    vec4 bloomcol = texture2D(uBloom, texCoord);

    vec4 col;

    col = srccol + bloomcol * (vec4(1.0) + srccol);

    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);

    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)



    gl_FragColor = vec4(col.rgb, 1.0);

    gl_FragColor.a = 1.0;

}

</script>

</body>

<script>

	// Utilities

	var Vector3 = {};

	var Matrix44 = {};

	Vector3.create = function(x, y, z) {

		return {'x':x, 'y':y, 'z':z};

	};

	Vector3.dot = function (v0, v1) {

		return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

	};

	Vector3.cross = function (v, v0, v1) {

		v.x = v0.y * v1.z - v0.z * v1.y;

		v.y = v0.z * v1.x - v0.x * v1.z;

		v.z = v0.x * v1.y - v0.y * v1.x;

	};

	Vector3.normalize = function (v) {

		var l = v.x * v.x + v.y * v.y + v.z * v.z;

		if(l > 0.00001) {

			l = 1.0 / Math.sqrt(l);

			v.x *= l;

			v.y *= l;

			v.z *= l;

		}

	};

	Vector3.arrayForm = function(v) {

		if(v.array) {

			v.array[0] = v.x;

			v.array[1] = v.y;

			v.array[2] = v.z;

		}

		else {

			v.array = new Float32Array([v.x, v.y, v.z]);

		}

		return v.array;

	};

	Matrix44.createIdentity = function () {

		return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

	};

	Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {

		var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

		var w = h * aspect;



		m[0] = 2.0 * near / w;

		m[1] = 0.0;

		m[2] = 0.0;

		m[3] = 0.0;



		m[4] = 0.0;

		m[5] = 2.0 * near / h;

		m[6] = 0.0;

		m[7] = 0.0;



		m[8] = 0.0;

		m[9] = 0.0;

		m[10] = -(far + near) / (far - near);

		m[11] = -1.0;



		m[12] = 0.0;

		m[13] = 0.0;

		m[14] = -2.0 * far * near / (far - near);

		m[15] = 0.0;

	};

	Matrix44.loadLookAt = function (m, vpos, vlook, vup) {

		var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

		Vector3.normalize(frontv);

		var sidev = Vector3.create(1.0, 0.0, 0.0);

		Vector3.cross(sidev, vup, frontv);

		Vector3.normalize(sidev);

		var topv = Vector3.create(1.0, 0.0, 0.0);

		Vector3.cross(topv, frontv, sidev);

		Vector3.normalize(topv);



		m[0] = sidev.x;

		m[1] = topv.x;

		m[2] = frontv.x;

		m[3] = 0.0;



		m[4] = sidev.y;

		m[5] = topv.y;

		m[6] = frontv.y;

		m[7] = 0.0;



		m[8] = sidev.z;

		m[9] = topv.z;

		m[10] = frontv.z;

		m[11] = 0.0;



		m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

		m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

		m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

		m[15] = 1.0;

	};



	//

	var timeInfo = {

		'start':0, 'prev':0, // Date

		'delta':0, 'elapsed':0 // Number(sec)

	};



	//

	var gl;

	var renderSpec = {

		'width':0,

		'height':0,

		'aspect':1,

		'array':new Float32Array(3),

		'halfWidth':0,

		'halfHeight':0,

		'halfArray':new Float32Array(3)

		// and some render targets. see setViewport()

	};

	renderSpec.setSize = function(w, h) {

		renderSpec.width = w;

		renderSpec.height = h;

		renderSpec.aspect = renderSpec.width / renderSpec.height;

		renderSpec.array[0] = renderSpec.width;

		renderSpec.array[1] = renderSpec.height;

		renderSpec.array[2] = renderSpec.aspect;



		renderSpec.halfWidth = Math.floor(w / 2);

		renderSpec.halfHeight = Math.floor(h / 2);

		renderSpec.halfArray[0] = renderSpec.halfWidth;

		renderSpec.halfArray[1] = renderSpec.halfHeight;

		renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

	};



	function deleteRenderTarget(rt) {

		gl.deleteFramebuffer(rt.frameBuffer);

		gl.deleteRenderbuffer(rt.renderBuffer);

		gl.deleteTexture(rt.texture);

	}



	function createRenderTarget(w, h) {

		var ret = {

			'width':w,

			'height':h,

			'sizeArray':new Float32Array([w, h, w / h]),

			'dtxArray':new Float32Array([1.0 / w, 1.0 / h])

		};

		ret.frameBuffer = gl.createFramebuffer();

		ret.renderBuffer = gl.createRenderbuffer();

		ret.texture = gl.createTexture();



		gl.bindTexture(gl.TEXTURE_2D, ret.texture);

		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);



		gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);



		gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

		gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

		gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);



		gl.bindTexture(gl.TEXTURE_2D, null);

		gl.bindRenderbuffer(gl.RENDERBUFFER, null);

		gl.bindFramebuffer(gl.FRAMEBUFFER, null);



		return ret;

	}



	function compileShader(shtype, shsrc) {

		var retsh = gl.createShader(shtype);



		gl.shaderSource(retsh, shsrc);

		gl.compileShader(retsh);



		if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

			var errlog = gl.getShaderInfoLog(retsh);

			gl.deleteShader(retsh);

			console.error(errlog);

			return null;

		}

		return retsh;

	}



	function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

		var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

		var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);



		if(vsh == null || fsh == null) {

			return null;

		}



		var prog = gl.createProgram();

		gl.attachShader(prog, vsh);

		gl.attachShader(prog, fsh);



		gl.deleteShader(vsh);

		gl.deleteShader(fsh);



		gl.linkProgram(prog);

		if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

			var errlog = gl.getProgramInfoLog(prog);

			console.error(errlog);

			return null;

		}



		if(uniformlist) {

			prog.uniforms = {};

			for(var i = 0; i < uniformlist.length; i++) {

				prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

			}

		}



		if(attrlist) {

			prog.attributes = {};

			for(var i = 0; i < attrlist.length; i++) {

				var attr = attrlist[i];

				prog.attributes[attr] = gl.getAttribLocation(prog, attr);

			}

		}



		return prog;

	}



	function useShader(prog) {

		gl.useProgram(prog);

		for(var attr in prog.attributes) {

			gl.enableVertexAttribArray(prog.attributes[attr]);;

		}

	}



	function unuseShader(prog) {

		for(var attr in prog.attributes) {

			gl.disableVertexAttribArray(prog.attributes[attr]);;

		}

		gl.useProgram(null);

	}



	/////

	var projection = {

		'angle':60,

		'nearfar':new Float32Array([0.1, 100.0]),

		'matrix':Matrix44.createIdentity()

	};

	var camera = {

		'position':Vector3.create(0, 0, 100),

		'lookat':Vector3.create(0, 0, 0),

		'up':Vector3.create(0, 1, 0),

		'dof':Vector3.create(10.0, 4.0, 8.0),

		'matrix':Matrix44.createIdentity()

	};



	var pointFlower = {};

	var meshFlower = {};

	var sceneStandBy = false;



	var BlossomParticle = function () {

		this.velocity = new Array(3);

		this.rotation = new Array(3);

		this.position = new Array(3);

		this.euler = new Array(3);

		this.size = 1.0;

		this.alpha = 1.0;

		this.zkey = 0.0;

	};



	BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

		this.velocity[0] = vx;

		this.velocity[1] = vy;

		this.velocity[2] = vz;

	};



	BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

		this.rotation[0] = rx;

		this.rotation[1] = ry;

		this.rotation[2] = rz;

	};



	BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

		this.position[0] = nx;

		this.position[1] = ny;

		this.position[2] = nz;

	};



	BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

		this.euler[0] = rx;

		this.euler[1] = ry;

		this.euler[2] = rz;

	};



	BlossomParticle.prototype.setSize = function (s) {

		this.size = s;

	};



	BlossomParticle.prototype.update = function (dt, et) {

		this.position[0] += this.velocity[0] * dt;

		this.position[1] += this.velocity[1] * dt;

		this.position[2] += this.velocity[2] * dt;



		this.euler[0] += this.rotation[0] * dt;

		this.euler[1] += this.rotation[1] * dt;

		this.euler[2] += this.rotation[2] * dt;

	};



	function createPointFlowers() {

		// get point sizes

		var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

		renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};



		var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

		var frgsrc = document.getElementById("sakura_point_fsh").textContent;



		pointFlower.program = createShader(

				vtxsrc, frgsrc,

				['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

				['aPosition', 'aEuler', 'aMisc']

		);



		useShader(pointFlower.program);

		pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

		pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);



		// paramerters: velocity[3], rotate[3]

		pointFlower.numFlowers = 1600;

		pointFlower.particles = new Array(pointFlower.numFlowers);

		// vertex attributes {position[3], euler_xyz[3], size[1]}

		pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

		pointFlower.positionArrayOffset = 0;

		pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

		pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;



		pointFlower.buffer = gl.createBuffer();

		gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

		gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

		gl.bindBuffer(gl.ARRAY_BUFFER, null);



		unuseShader(pointFlower.program);



		for(var i = 0; i < pointFlower.numFlowers; i++) {

			pointFlower.particles[i] = new BlossomParticle();

		}

	}



	function initPointFlowers() {

		//area

		pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

		pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;



		pointFlower.fader.x = 10.0; //env fade start

		pointFlower.fader.y = pointFlower.area.z; //env fade half

		pointFlower.fader.z = 0.1;  //near fade start



		//particles

		var PI2 = Math.PI * 2.0;

		var tmpv3 = Vector3.create(0, 0, 0);

		var tmpv = 0;

		var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};

		for(var i = 0; i < pointFlower.numFlowers; i++) {

			var tmpprtcl = pointFlower.particles[i];



			//velocity

			tmpv3.x = symmetryrand() * 0.3 + 0.8;

			tmpv3.y = symmetryrand() * 0.2 - 1.0;

			tmpv3.z = symmetryrand() * 0.3 + 0.5;

			Vector3.normalize(tmpv3);

			tmpv = 2.0 + Math.random() * 1.0;

			tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);



			//rotation

			tmpprtcl.setRotation(

					symmetryrand() * PI2 * 0.5,

					symmetryrand() * PI2 * 0.5,

					symmetryrand() * PI2 * 0.5

			);



			//position

			tmpprtcl.setPosition(

					symmetryrand() * pointFlower.area.x,

					symmetryrand() * pointFlower.area.y,

					symmetryrand() * pointFlower.area.z

			);



			//euler

			tmpprtcl.setEulerAngles(

					Math.random() * Math.PI * 2.0,

					Math.random() * Math.PI * 2.0,

					Math.random() * Math.PI * 2.0

			);



			//size

			tmpprtcl.setSize(0.9 + Math.random() * 0.1);

		}

	}



	function renderPointFlowers() {

		//update

		var PI2 = Math.PI * 2.0;

		var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

		var repeatPos = function (prt, cmp, limit) {

			if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

				//out of area

				if(prt.position[cmp] > 0) {

					prt.position[cmp] -= limit * 2.0;

				}

				else {

					prt.position[cmp] += limit * 2.0;

				}

			}

		};

		var repeatEuler = function (prt, cmp) {

			prt.euler[cmp] = prt.euler[cmp] % PI2;

			if(prt.euler[cmp] < 0.0) {

				prt.euler[cmp] += PI2;

			}

		};



		for(var i = 0; i < pointFlower.numFlowers; i++) {

			var prtcl = pointFlower.particles[i];

			prtcl.update(timeInfo.delta, timeInfo.elapsed);

			repeatPos(prtcl, 0, pointFlower.area.x);

			repeatPos(prtcl, 1, pointFlower.area.y);

			repeatPos(prtcl, 2, pointFlower.area.z);

			repeatEuler(prtcl, 0);

			repeatEuler(prtcl, 1);

			repeatEuler(prtcl, 2);



			prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;



			prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

			+ camera.matrix[6] * prtcl.position[1]

			+ camera.matrix[10] * prtcl.position[2]

			+ camera.matrix[14]);

		}



		// sort

		pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});



		// update data

		var ipos = pointFlower.positionArrayOffset;

		var ieuler = pointFlower.eulerArrayOffset;

		var imisc = pointFlower.miscArrayOffset;

		for(var i = 0; i < pointFlower.numFlowers; i++) {

			var prtcl = pointFlower.particles[i];

			pointFlower.dataArray[ipos] = prtcl.position[0];

			pointFlower.dataArray[ipos + 1] = prtcl.position[1];

			pointFlower.dataArray[ipos + 2] = prtcl.position[2];

			ipos += 3;

			pointFlower.dataArray[ieuler] = prtcl.euler[0];

			pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

			pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

			ieuler += 3;

			pointFlower.dataArray[imisc] = prtcl.size;

			pointFlower.dataArray[imisc + 1] = prtcl.alpha;

			imisc += 2;

		}



		//draw

		gl.enable(gl.BLEND);

		//gl.disable(gl.DEPTH_TEST);

		gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);



		var prog = pointFlower.program;

		useShader(prog);



		gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

		gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

		gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

		gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

		gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));



		gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

		gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);



		gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

		gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

		gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);



		// doubler

		for(var i = 1; i < 2; i++) {

			var zpos = i * -2.0;

			pointFlower.offset[0] = pointFlower.area.x * -1.0;

			pointFlower.offset[1] = pointFlower.area.y * -1.0;

			pointFlower.offset[2] = pointFlower.area.z * zpos;

			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



			pointFlower.offset[0] = pointFlower.area.x * -1.0;

			pointFlower.offset[1] = pointFlower.area.y *  1.0;

			pointFlower.offset[2] = pointFlower.area.z * zpos;

			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



			pointFlower.offset[0] = pointFlower.area.x *  1.0;

			pointFlower.offset[1] = pointFlower.area.y * -1.0;

			pointFlower.offset[2] = pointFlower.area.z * zpos;

			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



			pointFlower.offset[0] = pointFlower.area.x *  1.0;

			pointFlower.offset[1] = pointFlower.area.y *  1.0;

			pointFlower.offset[2] = pointFlower.area.z * zpos;

			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

		}



		//main

		pointFlower.offset[0] = 0.0;

		pointFlower.offset[1] = 0.0;

		pointFlower.offset[2] = 0.0;

		gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

		gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



		gl.bindBuffer(gl.ARRAY_BUFFER, null);

		unuseShader(prog);



		gl.enable(gl.DEPTH_TEST);

		gl.disable(gl.BLEND);

	}



	// effects

	//common util

	function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

		var ret = {};

		var unifs = ['uResolution', 'uSrc', 'uDelta'];

		if(exunifs) {

			unifs = unifs.concat(exunifs);

		}

		var attrs = ['aPosition'];

		if(exattrs) {

			attrs = attrs.concat(exattrs);

		}



		ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

		useShader(ret.program);



		ret.dataArray = new Float32Array([

			-1.0, -1.0,

			1.0, -1.0,

			-1.0,  1.0,

			1.0,  1.0

		]);

		ret.buffer = gl.createBuffer();

		gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

		gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);



		gl.bindBuffer(gl.ARRAY_BUFFER, null);

		unuseShader(ret.program);



		return ret;

	}



	// basic usage

	// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

	// gl.uniform**(...); //additional uniforms

	// drawEffect()

	// unuseEffect(prog)

	// TEXTURE0 makes src

	function useEffect(fxobj, srctex) {

		var prog = fxobj.program;

		useShader(prog);

		gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);



		if(srctex != null) {

			gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

			gl.uniform1i(prog.uniforms.uSrc, 0);



			gl.activeTexture(gl.TEXTURE0);

			gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

		}

	}

	function drawEffect(fxobj) {

		gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

		gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

	}

	function unuseEffect(fxobj) {

		unuseShader(fxobj.program);

	}



	var effectLib = {};

	function createEffectLib() {



		var vtxsrc, frgsrc;

		//common

		var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;



		//background

		frgsrc = document.getElementById("bg_fsh").textContent;

		effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);



		// make brightpixels buffer

		frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

		effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);



		// direction blur

		frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

		effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);



		//final composite

		vtxsrc = document.getElementById("pp_final_vsh").textContent;

		frgsrc = document.getElementById("pp_final_fsh").textContent;

		effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

	}



	// background

	function createBackground() {

		//console.log("create background");

	}

	function initBackground() {

		//console.log("init background");

	}

	function renderBackground() {

		gl.disable(gl.DEPTH_TEST);



		useEffect(effectLib.sceneBg, null);

		gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

		drawEffect(effectLib.sceneBg);

		unuseEffect(effectLib.sceneBg);



		gl.enable(gl.DEPTH_TEST);

	}



	// post process

	var postProcess = {};

	function createPostProcess() {

		//console.log("create post process");

	}

	function initPostProcess() {

		//console.log("init post process");

	}



	function renderPostProcess() {

		gl.enable(gl.TEXTURE_2D);

		gl.disable(gl.DEPTH_TEST);

		var bindRT = function (rt, isclear) {

			gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

			gl.viewport(0, 0, rt.width, rt.height);

			if(isclear) {

				gl.clearColor(0, 0, 0, 0);

				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

			}

		};



		//make bright buff

		bindRT(renderSpec.wHalfRT0, true);

		useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

		drawEffect(effectLib.mkBrightBuf);

		unuseEffect(effectLib.mkBrightBuf);



		// make bloom

		for(var i = 0; i < 2; i++) {

			var p = 1.5 + 1 * i;

			var s = 2.0 + 1 * i;

			bindRT(renderSpec.wHalfRT1, true);

			useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

			gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

			drawEffect(effectLib.dirBlur);

			unuseEffect(effectLib.dirBlur);



			bindRT(renderSpec.wHalfRT0, true);

			useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

			gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

			drawEffect(effectLib.dirBlur);

			unuseEffect(effectLib.dirBlur);

		}



		//display

		gl.bindFramebuffer(gl.FRAMEBUFFER, null);

		gl.viewport(0, 0, renderSpec.width, renderSpec.height);

		gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



		useEffect(effectLib.finalComp, renderSpec.mainRT);

		gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

		gl.activeTexture(gl.TEXTURE1);

		gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

		drawEffect(effectLib.finalComp);

		unuseEffect(effectLib.finalComp);



		gl.enable(gl.DEPTH_TEST);

	}



	/////

	var SceneEnv = {};

	function createScene() {

		createEffectLib();

		createBackground();

		createPointFlowers();

		createPostProcess();

		sceneStandBy = true;

	}



	function initScene() {

		initBackground();

		initPointFlowers();

		initPostProcess();



		//camera.position.z = 17.320508;

		camera.position.z = pointFlower.area.z + projection.nearfar[0];

		projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

		Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

	}



	function renderScene() {

		//draw

		Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);



		gl.enable(gl.DEPTH_TEST);



		//gl.bindFramebuffer(gl.FRAMEBUFFER, null);

		gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

		gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

		gl.clearColor(0.005, 0, 0.05, 0);

		gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



		renderBackground();

		renderPointFlowers();

		renderPostProcess();

	}



	/////

	function onResize(e) {

		makeCanvasFullScreen(document.getElementById("sakura"));

		setViewports();

		if(sceneStandBy) {

			initScene();

		}

	}



	function setViewports() {

		renderSpec.setSize(gl.canvas.width, gl.canvas.height);



		gl.clearColor(0.2, 0.2, 0.5, 1.0);

		gl.viewport(0, 0, renderSpec.width, renderSpec.height);



		var rtfunc = function (rtname, rtw, rth) {

			var rt = renderSpec[rtname];

			if(rt) deleteRenderTarget(rt);

			renderSpec[rtname] = createRenderTarget(rtw, rth);

		};

		rtfunc('mainRT', renderSpec.width, renderSpec.height);

		rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

		rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

		rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

		rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

	}



	function render() {

		renderScene();

	}



	var animating = true;

	function toggleAnimation(elm) {

		animating ^= true;

		if(animating) animate();

		if(elm) {

			elm.innerHTML = animating? "Stop":"Start";

		}

	}



	function stepAnimation() {

		if(!animating) animate();

	}



	function animate() {

		var curdate = new Date();

		timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

		timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

		timeInfo.prev = curdate;



		if(animating) requestAnimationFrame(animate);

		render();

	}



	function makeCanvasFullScreen(canvas) {

		var b = document.body;

		var d = document.documentElement;

		fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);

		fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);

		canvas.width = fullw;

		canvas.height = fullh;

	}



	window.addEventListener('load', function(e) {

		var canvas = document.getElementById("sakura");

		try {

			makeCanvasFullScreen(canvas);

			gl = canvas.getContext('experimental-webgl');

		} catch(e) {

			alert("WebGL not supported." + e);

			console.error(e);

			return;

		}



		window.addEventListener('resize', onResize);



		setViewports();

		createScene();

		initScene();



		timeInfo.start = new Date();

		timeInfo.prev = timeInfo.start;

		animate();

	});



	//set window.requestAnimationFrame

	(function (w, r) {

		w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };

	})(window, 'equestAnimationFrame');

</script>

</body>

</html>

